EnlargedEnemies
Enlarge every enemy on Petrichor V. Three size tiers - giant enemies hit harder and take more killing, but lumber slowly and drop bonus rewards.
About this mod Author’s original text
EnlargedEnemies
The monsters of Petrichor V are enormous now. Every lemurian is a wall.
Every boss is a skyscraper. Good luck down there.
Every hostile enemy - Monster, Lunar, and Void teams - grows to your
chosen tier while you stay normal size. Giants hit harder and take far
more killing, but they lumber - and they drop bonus rewards for anyone
brave enough to bring them down.
The three tiers
| Tier | Size | Damage | HP | Move | Gold/XP |
| --- | --- | --- | --- | --- | --- |
| Large | 140% | +20% | +25% | -10% | +15% |
| ExtraLarge | 180% | +45% | +60% | -20% | +35% |
| Colossal | 250% | +80% | +120% | -30% | +60% |
Risk, meet reward. A Custom config section lets you override any
individual multiplier.
Features
- AffectBosses toggle - a Colossal teleporter boss is a genuinely
different game. Disable it if that is too much and keep only the
regular mobs giant.
- Giant enemy projectiles - enemy shots grow to match their size.
- Players and allies untouched - drones, turrets, and teammates
stay normal.
The full Dileppy size collection
- ShrunkenEnemies - the
opposite: tiny enemies. One or the other per run, not both.
- ShrunkenSurvivor and
EnlargedSurvivor - resize
YOURSELF instead. Fully compatible with this mod: ShrunkenSurvivor +
EnlargedEnemies is the ultimate ant-versus-titan nightmare.
- BiggerBullets - you will
want bigger bullets for these targets.
Config
BepInEx/config/dileppy.enlargedenemies.cfg, generated on first
launch. Sections: General (tier, projectiles, bosses), Challenge
(reward scaling), Custom (override any multiplier), Advanced (debug
logging).
Multiplayer
Enemy stats are decided by the host, so the host must run this mod.
Singleplayer is the primary supported mode.
Changelog
- 1.0.0 - First release.
By Dileppy
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: